756 resultados para casual games


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Brazilians greeted the long-awaited decision of making Rio de Janeiro the host of the 2016 Olympic Games with tremendous exhilaration. Although Rio’s fantastic natural beauty certainly added to its attraction in hosting the games, its alarming rates of urban crime and violence largely associated with drug trafficking immediately triggered worldwide criticism, and put at issue its ability to guarantee the security for the games. Brazilians have been vying for a position as an emerging global economy and understand the importance of the Games for international prestige. This makes the stakes very high when hosting the Olympic Games in the wake of the 2014 Soccer World Cup, which will also be held in Brazil. This paper explores these criticisms and assesses Rio’s ability to prepare for this important event. The paper further explores the consensus that Brazilians will be more equipped to address actions taken by organized crime capable of affecting the Olympic Games than to face a terrorist attack. Brazil – and Rio – does not figure in the “terrorism map” as a region particularly linked to terrorism. Aside from uncorroborated suspicions of activities by terrorist organizations on the Tri-Border region (Argentina, Brazil, and Paraguay), Brazil does not elicit many concerns regarding terrorism.1 Yet, there is no way to guarantee that terrorist organizations will not try to make use of the 2016 Rio Olympic Games to advance their agenda. This being in mind, Rio and Brazil in general face a long road ahead to prepare, prevent, protect and respond to a possible terrorist attack during the 2016 Olympics. It is clear that prevention and preparation towards potential threats to the Games must necessarily include cooperation and exchange of best practices with other countries. 1 U.S. Department of State has confirmed that this area may have been used to transport weapons and conduct financial affairs in the past. This type of activity has been made more difficult with the fortification of border controls in more recent times.

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The chairman and CEO of Darden Restaurants, Inc. discusses the growth and success of the Red Lobster chain and the founding of the Olive Garden

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Many restaurant organizations have committed a substantial amount of effort to studying the relationship between a firm’s performance and its effort to develop an effective human resources management reward-and-retention system. These studies have produced various metrics for determining the efficacy of restaurant management and human resources management systems. This paper explores the best metrics to use when calculating the overall unit performance of casual restaurant managers. These metrics were identified through an exploratory qualitative case study method that included interviews with executives and a Delphi study. Experts proposed several diverse metrics for measuring management value and performance. These factors seem to represent all stakeholders’interest.

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The primary purpose of this study is to propose that the management compensation package at Outback Steakhouse is a value-adding competitive method. Specifically the research focused on a survey of general manager's altitudes in regards to their intentions to seek out new employment and the effect of the compensation plan provided by Outback Steakhouse on the managers' intentions. This research will provide insight into the use of compensation packages and programs as proactive, value-adding competitive methods in retaining good quality managers it casual theme restaurants.

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A mystery shopper study was used to examine the influence of service times on customer satisfaction. The impact of management emphasis on service quality was also examined. In the restaurants studied, service time influenced customer satisfaction. Management attention to service time improved performance in direct relationship to the level of emphasis.

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The current research examined the effects of perceived work status of hourly employees on the established relationships between turnover intentions and the constructs of autonomy, affective organizational commitment, perceived management concern for employees, and perceived management concern for customers in the casual-dining restaurant industry. Surveys were collected from 296 employees of a multi-unit casual-dining restaurant franchise, part of a large, national, casual-dining restaurant chain. Employeeswith perceived part-time work status revealed a generally negative trend in factors shown to contribute to turnover. Employees who perceived their work status as parttime also showed significantly lower levels of affective organizational commitment than those who perceived their work status as full-time. Additionally, the mean scores of the desirable attributes trended lower for those employees who perceived themselves as part-time. Even more, helping behaviors, so crucial in a casual-dining environment, were lower when employees perceived their work status to be part-time. The current study discusses managerial implications of the research findings and gives suggestions for future research.

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The current exploratory study was designed to determine the impact that green restaurant practices may have on intention to visit a restaurant and willingness to pay more because of those green practices. The study analyzed a convenience sample of 260 surveys from customers in fast food restaurants and 501 surveys from customers in upscale casual restaurants in the Midwestern United States (U.S.) in order to determine if there were differences in the perception of guests regarding these types of restaurants and their green practices. The findings showed that upscale casual restaurant customers believed they are knowledgeable at a higher level than the fast food restaurant customers about green restaurant practices, have a higher mean rating on the importance of environmental record and recycling in restaurants, and believed that restaurants should use local products when they can. In both groups of customers, there was a positive relationship between green practices utilized at home and customers’ willingness to pay more for green restaurant practices as well as their intention to visit the restaurant using green practices. Management implications are discussed.

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The current study looks at the relationship between servicescape, emotional product involvement, perceived quality of local foods, the positive emotion of pleasure, and revisit intention in an upscale buffet style restaurant on a university campus in the Southeastern U.S. Test results show positive relationships between all of the constructs in the proposed conceptual model. The study also gives practitioners and academics insights into practices that can help to market the use of local foods through the restaurant environment in order to engage emotionally involved customers. This marketing can illicit pleasurable feelings and increase perceived product quality of local foods with the purpose of getting customers to revisit the restaurant. Suggestions for further research on the subject are proposed.

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This flyer promotes the event "The Dangerous Games of Fantasy, Lecture by Daína Chaviano", cosponsored by the FIU Modern Languages Department and the Cuban Research Institute.

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The purpose of this study was to investigate the motivations that push consumers to dine out and restaurant attributes that pull diners to a specific restaurant. Surveys were administered to a convenience sample of 559 respondents at a large university in the Southwest of the USA. Crosstabs, ANOVA, Correlations, Factor Analysis and Multiple Regression were employed to explore differences and relationships between variables. Findings identified a profile of diners at casual restaurants. Using the involvement construct, the push-pull motivational framework, and the hedonic and utilitarian motivational framework, results of this study indicate two primary reasons behind the decision to dine out at casual restaurants and six principal attributes that draw customers into these types of restaurants. In addition, diners were categorized into high/medium/low involvement categories and the linkages between involvement levels and motivations were explored. Both hedonic and utilitarian motivations were identified. Furthermore, motivational factors and restaurant attributes were found to predict diner loyalty. This paper provides the restaurant industry with insight and understanding as to what attracts diners into an establishment and what influences decisions behind dining out.

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Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the design and implementation of our General Game Playing system OGRE. This system includes an innovative method for feature extraction that helped it to achieve second and fourth place in two international General Game Playing competitions. On the more general side, we also introduce the Regular Game Language, which goes beyond current works to provide support for both stochastic and imperfect information games as well as the more traditional games.

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Consumers’ concern about food safety, sanitation, and health has increased since food-borne illnesses still frequently occur in the US. This article explored consumers’ perceptions, emotions, and behavioral intention about the sanitation of the physical environment in three different restaurant settings, casual dining, quick-service, and fine dining restaurants. Disgust was the most strongly felt negative emotion, but no significant differences were found for negative emotional reactions to dirty conditions among the three types of restaurants. Positive emotional reactions were significantly different among the restaurant types. Behavioral intention was also significantly different among the three restaurant types as a reaction to dirty food. The findings help restaurant owners and managers understand how consumers feel and react to “dirty” food, service staff, or dining room tables in casual, quick-service and fine dining restaurant.

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Los juegos serios (o videojuegos educativos), se consideran una herramienta importante para la educación en el futuro. Por ello, se está invirtiendo mucho esfuerzo en el análisis de su corrección e idoneidad para alcanzar los objetivos educativos pretendidos. El campo de análisis de aprendizaje con juegos pretende proporcionar herramientas que verifiquen estas características mejorando la calidad y efectividad de los juegos serios. Para ello, se necesitan normalmente tres etapas: 1), monitorizar los datos de la interacción del jugador con el juego; 2), analizar esos datos recolectados; y 3), visualizar los resultados. En este contexto, hay algunos asuntos importantes a considerar: nivel de conocimiento del juego, receptor de las visualizaciones finales o cantidad y complejidad de los datos. Estas ideas se ponen en práctica con dos ejemplos de juegos serios centrándonos en las dos últimas etapas del proceso. Se realizan varios análisis y visualizaciones con ellos considerando los diferentes aspectos antes mencionados. Entre las conclusiones que se pueden extraer, destaca que, a pesar de haber algunos aspectos aún por mejorar, el análisis de aprendizaje con juegos es una herramienta esencial para muchos usuarios con una amplia variedad de intereses en juego serios.

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General note: Title and date provided by Bettye Lane.